TOJam 7 Games are being posted!
May 16, 2012 in Game Club Announcements
More Games Coming! Also Games will Be updated as updates happen! Cartalotta: Strings of Fate
The final judging for GMD 2012 has finally been completed and we are ready to announce the winners o
This week, we will be meeting at our old location BA4010 on March 22, 5-7pm. We hope to see you all
May 16, 2012 in Game Club Announcements
March 27, 2012 in Archived Posts, Meeting Announcements
The final judging for GMD 2012 has finally been completed and we are ready to announce the winners of this year’s competition! We will be announcing the winners of this competition and handing out prizes at this week’s meeting so if you are interested in finding out how your game performed, please don’t miss it!
March 20, 2012 in Meeting Announcements
This week, we will be meeting at our old location BA4010 on March 22, 5-7pm. We hope to see you all there!
March 14, 2012 in Archived Posts, Meeting Announcements
January 18, 2012 in Archived Posts, Meeting Announcements
This week, we have a special treat for you all. As many of you may know,
Ubisoft is one of the world’s largest and most successful publishers. As
the company behind titles such as Prince of Persia, Splinter Cell, and
Assassin’s Creed; this gaming giant has been a key contributor to shaping
the industry. During this week’s meeting, we will be having a
representative from Ubisoft visit our club and it will be an excellent
opportunity for everyone to get a glimpse of what being a pioneer of the
gaming industry means.
See you all on Thursday!
November 28, 2011 in Featured Posts, Game Club Announcements, GMD
As many of you already know by now, our GMD 2012 competition has begun and the theme for this year’s competition is “Murder Mildly Foul”.
The submission deadline for GMD 2012 has been extended to Thursday January 19! That’s more time to fix up your games so be sure to submit whatever you’ve got by the new submission deadline, even if you’re not terribly satisfied with it, for an excellent chance to win a prize (usually every videogame submitted will win something).
We were accepting GMD 2012 sign-up forms until the beginning of January, but you can still download these forms from our website if you need to for whatever reason. As previously mentioned, the theme for GMD 2012 is “Murder Mildly Foul”
Feel free to email us at gmd@utgddc.com if you have any other questions about GMD 2012.
Good luck, game developers!
November 11, 2011 in Archived Posts, Events
At U of T’s Bahen Center (the same place where we hold our weekly meetings) the CSSU presents Game Night on Friday November 11 starting at 7pm and going on all night until 7am (think clubbing for nerds). There will be lots of cool free gaming sessions and tournaments going with games like Left 4 Dead 2, Starcraft, Street Fighter, and others.
The CSSU is also still interested in those who would like to volunteer to help setup and lend gaming consoles and computers for the evening. So, if you’d like to help contribute to the fun, email the CSSU and have a chance to win a prize for your efforts. More information about this can be found on the CSSU’s webpage about Game Night.
So come on down and give yourself the fun you deserve at Game Night. Even the utGDDC Arcade cabinet that fellow member Tyler has finished will be making an appearance.
November 6, 2011 in Archived Posts
Last time, I showed you the simple but effective physics system that powered Lucky Shot. By the end of the article, we had a smooth, adjustable, and flexible movement system that we could apply to each of the AI enemies. I also mentioned that the physics system took care of most of the natural-feeling movement of the game’s enemies, and that the underlying AI was comparatively simple. This is what I’ll be showing you in this article — how the physics and AI worked in tandem.
October 30, 2011 in Blog
A while back, I posted a postmortem for my game, Lucky Shot. In it, I mentioned that one of the aspects that was most well-received was the AI. I myself found this amusing — while it was a good system, it was incredibly simple, only a small step above the enemies you see in a game like Super Mario Bros. So how did the enemies move so smoothly? A lot of it has to do with the movement system, and that’s what I’m going to cover in this article.
Before I get started, though, I’d just like to say that this likely won’t be anything new to anyone who’s programmed a physics system in a game before — in fact, if you have, you will likely see this as overly basic. And it is. This is meant more as a beginner’s introduction and as a showcase on how some very simple ideas can lead to some very nice behaviour. It does, however, require some knowledge of high-school level math and physics.
October 23, 2011 in Blog
Hey there folks! For those who don’t know me, I’m Gabriel, former VP of the club. You may have seen me popping into meetings fashionably late, coming from my PEY job. This post kicks off a short 3-part series about my GMD game from last year, Lucky Shot. These entries were originally written for my personal blog, Kronopath, and the future entries will be thrown up simultaneously on both sites. So now that the pleasantries are out of the way, let’s get started!
During the last GMD, I created a retro-gambling-shooter game, Lucky Shot. It won the grand prize in the judged competition, ranked fourth in the public showcase, and was generally well-received. And of course, more than anything else, it was a great learning experience.
Last year was actually the first time the club ran the public showcase. We held it during the Computer Science Student Union‘s game night, and to take full advantage of it, we gave out feedback forms, asking people to rate each game and write a few words about it. I found that the reactions we observed and the feedback we got were even more valuable than the prizes given out. With that in mind, let’s take a look at how people enjoyed the game.